GD1S01 - Making Games 01 Sep 2018 - 31 Aug 2026 | Version 1

Associated Module Information

Module Code: GD1S01
Module Title: Making Games
Faculty: Faculty of Business and Creative Industries
Faculty Group: Games and Design
Faculty Sub Group: Games
Module Leader: Dann Rees
Module Team: Jackson Rolls-Gray, Jan Palka, Emma Marshman
First Intended Intake: SEP 2018 Final Year of Intake:
Date Closed:
Credit Value: 20 Credit Level: 4
Language: English
Percentage of Module Taught in Welsh: 0
Equivalent Module:
HECOS codes: 101268 - computer games design
HECOS Code Weighting: 100

Document Version Information

Version 1
Valid From 01 Sep 2018
Valid To 31 Aug 2026

Module Aims

1. To introduce students to game engine software, content creation tools and the iterative design processes.

2. To promote collegiality and sense of community through an immersive learning experience, establishing the importance of team-working and personal responsibility

3. To encourage students to communicate their ideas through the presentation of research and preparatory work

4. To enable students to critically reflect upon their own work and that of others.

Content Summary

This module introduces the process of games design through the development and production of a functioning game.

Working in groups, students will be expected to produce their own games based upon simple mechanics, taking individual responsibility for the development of specific elements within a project. The module facilitates individual and group activities that encompass: research, experimentation, self-directed learning, delegation of activities and critical feedback. Students are encouraged to engage with a diverse range of ideas, gameplay styles and working methods.

Students will be introduced to the idea of developing their practice in a studio space and through self-directed learning. A series of introductory exercises demonstrating the use of game engine features and content creation tools will be provided, with students expected to enhance their learning through further investigation using online documentation and experimentation. Key theoretical principles will be highlighted within the module, reinforcing the links between theory and practice.

Key to this module is an interrogation of the games production process, and most importantly how games are played. Concerns surrounding way in which players engage in play, the methods by which the game has been designed, and the use of iterative design processes are central to the development of successful games within this module.

This module contains a six-week immersive learning element.

Learning and Teaching Methods

Activity Type Hours
Lecture 2
Project supervision 2
Demonstration 5
Practical classes and workshops 5
Supervised time in studio/workshop 10
Independent Study 72
Directed Study 80
Formative Assessment - Scheduled 8
Groupwork 16
Total Hours Selected 200

Learning Outcomes

# Learning Outcome
LO1 Build a basic computer game using an industry-standard game engine, refining the design through playtesting and iterative design practice
LO2 Recognise the value of a collaborative working environment by contributing towards production of a game, providing evidence of self-directed learning, team work and critical evaluation.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Asynchronous Assessment Visual Journal 1 A personal record of student's learning experiences reflected in images or images and written words. 0 N/A 100 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Visual Journal 1

Reading List

Koster, R. (2014a) A theory of fun for game design. 2nd edition. Sebastopol, CA: O’Reilly.

Schell, J. (2015a) The art of game design. Second edition. Boca Raton: Taylor & Francis.

Solarski, C. (2012a) Drawing basics and video game art: classic to cutting-edge art techniques for winning game design. New York: Watson-Guptill.

Parkin, S. (2015a) Death by video game: tales of obsession from the virtual frontline. London: Serpent’s Tail.

Rogers, S. (2014a) Level Up!: the guide to great video game design. 2nd edition. Chichester: Wiley.

Satheesh, P. V. (2016) Unreal Engine 4 game development essentials: master the basics of Unreal Engine 4 to build stunning video games. Birmingham: Packt Publishing Ltd.

Unreal Engine 4 Documentation (2018). Available at: https://docs.unrealengine.com/en-us/